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  1. #1
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    Default Tyranid Army Book - Warhammer Fantasy Battles Help

    So Warhammer Fantasy doesn't have a bug race, but Tyranids seem like they would be a perfect fit. One of the first things that needs to be nailed down are the slots and unit types that they translate in to. I would ask for your help in finalizing the final result on this first step:

    Unit Name 40K Slot 40K Type FB Slot FB Type
    Hive Tyrant HQ MC Lord Monster
    Trygon Prim Heavy MC Lord Monster
    Tervigon HQ MC Hero Monster
    Tyranid Prime HQ Inf Hero Monstrous Infantry
    Broodlord Troop Inf Hero Infantry
    Zoanthrope Elite Inf Hero? Infantry
    Warrior Troop Inf Core Monstrous Infantry
    Genestealer Troop Inf Core Infantry
    Termagant Troop Inf Core Infantry
    Hormagaunt Troop Inf Core Infantry
    Ripper Swarm Troop Inf Core Swarm
    Hive Guard Elite Inf Special Monstrous Infantry
    Venomthrope Elite Inf Special Monstrous Infantry?
    Lictor Elite Inf Special Monstrous Infantry?
    Pyrovore Elite Inf Special Monstrous Beast
    Ravener Elite Beast Special Monstrous Beast
    Sky-slasher Fast Jump Inf Special Swarm
    Gargoyle Fast Jump Inf Special Infantry
    Carnifex Heavy MC Special Monster
    Biovore Heavy Inf Special Monstrous Beast
    Haruspex Elite MC Rare Monster
    Shrike Fast Jump Inf Rare Monstrous Infantry
    Harpy Fast FMC Rare Monster
    Hive Crone Fast FMC Rare Monster
    Trygon Heavy MC Rare Monster
    Mawloc Heavy MC Rare Monster
    Exocrine Heavy MC Rare Monster
    Tyrannofex Heavy MC Rare Monster
    Tyrant Guard HQ Inf Rare Monstrous Infantry

    So, thoughts on adjustments? It's a huge list, I know, and some trimmings may need to come in to play here and there, but this is the starting point to work with.

  2. #2
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    After some responses on other sites, I've made some adjustments.

    To help me provide some perspective, I went through and made a list of each army's non-Special units according to Role to give myself limits to how much to include. Here are the numbers:

    Lords Heroes Core Special Rare
    Fewest
    2
    2
    3
    5
    2
    Average
    3.5
    4.2
    5.1
    7.9
    4.8
    Median
    3
    4
    5
    8
    5
    Most
    9
    9
    9
    10
    8
    Total
    51
    62
    76
    120
    77

    So this gives me numbers to shoot for and limit myself to. Unfortunately, it leaves me rather over budget on Rares, and pretty close on Specials. I've refined the list a little and will present it below after the responses.

    I've relisted the units in to "families" or "Brood-lines" to help me strip down the list and refine it.

    Okay, here's my revised list, Special Characters have been left out:
    Unit Name Category Troop Type Brood-line
    Hive Tyrant Lord Mo Alpha
    Trygon Prime Lord Mo Burrower/Alpha
    Zoanthrope Prime Lord MI Floater/Wizard
    Warrior Prime Hero MI Alpha
    Zoanthrope Hero MI Floater/Wizrd
    Broodlord Hero In Scout/Skirmisher
    Hormagaunt Core WB Scuttler
    Termagant Core In Scuttler
    Ripper Swarm Core Sw Swarm
    Warrior Special/Core* MI Alpha
    Genestealer Special/Core* In Scout/Skirmisher
    Tervigon Special Mo Breeder
    Venomthrope Special MI Floater
    Biovore Special MB Artillery
    Ravener Special MB Burrower
    Gargoyle Special In Scuttler/Flyer
    Carnifex Special Mo Brute
    Lictor Rare MI Scout/Assassin
    Hive Guard Rare MI Guardian
    Shrike Rare MI Alpha/Flyer
    Haruspex Rare Mo Brute
    Hive Crone Rare Mo Flyer
    Mawloc Rare Mo Burrower
    Exocrine Rare Mo Artillery

    So with this list, here's how the changes work:
    * The Hive Tyrant will still have Wings as an option, but the Trygon Prime will be his Burrower version.

    * The Warrior Prime will have options to get Wings and a snake body to become a Shrike or Ravener Prime.

    * Tyrants and Warriors will be able to bring Warrior Broods in to Core.

    * Broodlords will bring one units of Genestealers in to Core, while Deathleaper brings all of them to Core.

    * Zoanthropes will be the Wizards. I just couldn't bring myself to have MI Horrors in this army. It didn't quite feel right. However, they'll have access to the rulebook Lores while the other Psykers will only have access to the Hive's Lore.

    * The Sky-slashers become an upgrade of the Rippers by adding Wings. It may be crazy powerful, but if I put the price right, it should be balanced.

    * The Biovore will actually start out as the Pyrovore, at least, weapon-wise, but be upgraded from a flame-thrower to a stone-thrower.

    * The Harpy and Hive Crone will be combined in to one using the Crone's name, as there are already harpies in the game and they are much smaller. Much like the Biovore, much of this will be weapon changes that make the difference. The same goes for the Trygon and Mawloc being combined and the Exocrine and Tyrannofex being combined. The names may come back up as an upgrade if the stats are sufficiently different to justify them. But this was the best way to reduce the number of choices to a more reasonable and manageable level.

    I think I'll use Instinctive Behavior and Synapse in a way similar to how Animosity and Vampires work, creating limits and bonuses for the army, and allow for Synapse to be be Inspirational Presence as well.

    I don't think I'll let Synapse make them Unbreakable like 40K and thus require Unstable to be balanced. I think that because of how Fantasy works, and just the innate nature of the Tyranid style, Synapse may actually replace Musicians as well. A bug blowing a horn or beating a drum doesn't quite work, but we could add a Thumper as mutation to replicate its use?

  3. #3
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    Okay, moving on to the next stage, WEAPONS!

    Let's start with the Melee Weapons, since they are much fewer, and much easier.
    Weapon Strength Special Rules



    Scything Talons
    User
    Additional Attacks
    Rending Claws
    User
    Armour Piercing
    Bonesword
    User
    Killing Blow
    Lash Whip
    User
    Swiftstrike
    Crushing Claws
    +1
    Armour Piercing, Always Strikes Last, Multiple Wounds (D3)



    Prehensile Pincer
    User
    Tail Weapon
    Toxinspike
    1
    Tail Weapon, Poisoned Attacks
    Thresher Scythe
    4
    Tail Weapon, Armour Piercing, Swinging Blow
    Bone Mace
    8
    Tail Weapon, Always Strikes Last



    Acid Maw
    5
    Ignores Armour
    Toxic Miasma
    3
    Poison Cloud, One Use only, Always Strikes Last




    Swiftstrike: Attacks with this weapon are made at +3 I.
    Tail Weapon: A model bearing a weapon with this rule may make an additional Attack in addition to its normal attacks. This attack is made with the profile of the weapon provided and can be made against model in base contact to the model's Rear. If this attack is made to the Front, it Always Strikes Last.
    Swinging Blow: A model carrying a weapon with this rule may choose to hit all models models in base contact to the front. If on a Tail Weapon, the player must choose if this Attack is against models to the front or rear.
    Poison Cloud: An attack made with this weapon will hit all enemy models in base contact with the provided profile and is considered a Poisoned Attack.



    So, that's how I'm targeting it. Some of it is nerfed by 40K standards, but there aren't Land Raiders, Monoliths, and Leman Russ Tanks, either.

    I'm debating on giving the Crushing Claw two modes. One will be normal I use and Multiple Wounds (D3) and the other will be ASL and Multiple Wounds (D6).

  4. #4

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    I don't have any suggestions to offer, but I just wanted to say, keep it up, dude! This is really interesting!

  5. #5

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    Great stuff! Keep it comming! Have you thought about point costs?

  6. #6
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    Quote Originally Posted by mbielsk View Post
    Great stuff! Keep it comming! Have you thought about point costs?
    Not quite, yet. As I mentioned, I've made a little matrix that will help me with that, a little. I'm going to worry about that when I finalize weapon loadouts and statistics.

    One of the hardest ones will be the Carnifex. Str 9 is VERY powerful in Fantasy (and quite rare), and unless I want to drop it back to Rare and swap it with the Haruspex, I will need to step it back a little.

    Oddly enough, one of the things that is causing me some fits is how to work the Devourer and Deathspitter. They can be quite common on the 40K models (especially the Devourer), but a Str 4, Multi-Shot (3) weapon, even range 18", is rather powerful, but available as default on the Warriors and an upgrade on almost every classic unit. I may just need to hold back on its availability to Champions, Heroes, and Lords, but even then it's quite strong. Multi-Shot (2) may be better...

  7. #7
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    Quote Originally Posted by Charistoph View Post
    Oddly enough, one of the things that is causing me some fits is how to work the Devourer and Deathspitter.
    I don't really know WHFB very well, but my first thought was basically along these lines, Tyranids are capable of being built in an incredibly shootie manner and I haven't ever seen a WHFB army with that sort of shooting.

    Other than that, she's coming along nicely, top work mate!

  8. #8
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    Quote Originally Posted by PaladinSL View Post
    I don't really know WHFB very well, but my first thought was basically along these lines, Tyranids are capable of being built in an incredibly shootie manner and I haven't ever seen a WHFB army with that sort of shooting.
    Yeah, that level of shooting is usually limited to magic, War Machines, or Rare Monsters. The closest weapons that have Multi-Shot available to regular units are the Brace of Pistols, Dark Elves' Repeater Crossbows, Lizardmen Blowguns, and Empire's Repeater Handgun (which oddly is Multi-Shot (3) that MIGHT make me feel better).

  9. #9
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    Rather than making up a 'Zoanthrope Prime' I would just have the Hive Tyrant performing the dual roles of combat and wizard lord because that's what they do.

    I guess synapse creatures will grant immune to psychology and unbreakable to units in 12". That's going to be pretty immense in Fantasy.

  10. #10
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    Quote Originally Posted by Anggul View Post
    Rather than making up a 'Zoanthrope Prime' I would just have the Hive Tyrant performing the dual roles of combat and wizard lord because that's what they do.
    The reason I included/created the Zoanthrope Prime was that the Zoanthrope line would have access to BRB lores as well as the Hive's, while any other that would be Psykers would only have access to the Lore of the Hive Mind. This difference more than makes up the difference, I believe.

    Quote Originally Posted by Anggul View Post
    I guess synapse creatures will grant immune to psychology and unbreakable to units in 12". That's going to be pretty immense in Fantasy.
    That's one option, if I want to make them exactly like 40K, but that would mean that anything in Synapse would have to be Unstable as well. As it is, many things will have to be toned down, so instead of being Bug-Undead or Bug-Daemon, I want it to operate a bit differently.

    As I said at the end of Post #2:
    "I think I'll use Instinctive Behavior and Synapse in a way similar to how Animosity and Vampires work, creating limits and bonuses for the army, and allow for Synapse to be be Inspirational Presence as well.

    I don't think I'll let Synapse make them Unbreakable like 40K and thus require Unstable to be balanced. I think that because of how Fantasy works, and just the innate nature of the Tyranid style, Synapse may actually replace Musicians as well. A bug blowing a horn or beating a drum doesn't quite work, but we could add a Thumper as mutation to replicate its use?
    "
    Last edited by Charistoph; 10-07-2014 at 12:23 PM.

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